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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Crafting: Resource node spawns
I couldn't find this info so my apologies if it already exists but I was wondering if there will be node/biome specific resource spawning tables within the game. Will our locally isolated economies be sufficiently far enough for some resources to truly be rare in one part of the world? I think it would be cool to harvest a large amount of some biome specific resource like "black ice" or something and if you put the effort and take the risk to transport it over several nodes to a desert part of the world that it would sell for a high price due to how far it is for anyone who would want to gather it themselves (while it would be much cheaper back where you collected it).
I do recall information about crafting not being recipe based meaning that the lack of any single resource should not lock you out of crafting any particular item but perhaps for example the black ice would allow for crafting armor with "fire resist". So anybody without it would be able to still craft armor, but not necessarily with the "fire resist" modified. So it would be lower supply in a far off node, but not necessarily super high demand just because it is rare in that part of the world.
I do recall information about crafting not being recipe based meaning that the lack of any single resource should not lock you out of crafting any particular item but perhaps for example the black ice would allow for crafting armor with "fire resist". So anybody without it would be able to still craft armor, but not necessarily with the "fire resist" modified. So it would be lower supply in a far off node, but not necessarily super high demand just because it is rare in that part of the world.
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Your notion about component based crafting is correct, as far as I recall tho there won't be element specific resistances. I'm pretty confident they mentioned to want to steer away from those things, but in general different materials will offer different benefits in terms of statfocus and stats offered.
So even if it won't be biome based, it will be "random" region based and ultimately come back to what you described really.
If the randomization occurs too frequently, or if too many different resource-nodes could exist in a small area you could have ~all resource-nodes pop up in all zone-nodes if there isn't biome specificity (unlikely, I recognize).
Also, I am not really sure what a "resource node" is going to look like. Will it be a single iron chunk to mine like in WoW? Will it be some invisible marker with a set radius around which iron chunks will spawn at some freq/distribution for the next week? Will it be a large number of iron chunks to mine within a small area that will not be replenished (e.g. in principle can all be mined in a few hours if you had the man power)?
Any ideas?
Gathering
Excited to find out more as well. If you have opinions on what you'd like it to mean, please share .
That's just what I would expect but I could be totally wrong.
Yeah I've heard really good things about SWG resource system. I vaguely remember the devs saying that crafting may be similar to SWG in some interview but I could be making that up. But yeah I guess that's a great question, is it the case that "copper is copper is copper"? or will resources be different in stat or something.
Hmm I think I actually disagree, I don't think that would add much to the game. I think having spawns of resources with different stats would be very cool since fast travel isn't really a thing so some local economies may be injected with some high stat resources and gatherers nearby would reap a large yield. This would then incentivize caravans of high quantities of such high stat resources to be sent out to far off places where crafters would love to get their hand on some of it.
Although I do see how some may dislike that system BECAUSE it is a "local" injection of high quality resources that is essentially RNG based.
That seems particularly dreadful if caravan raids are frequently successful making sending out large shipments too risky compared to the reward.
The degradable item mechanic should control the economic impact of the RNG of where a high quality resource spawns.
I just like the idea because it adds regional flavor to resources. In one server iron from region x in one spawn cycle may be known to be the best for +pen swords and the trees in area y during some spawn cycle make the best +attack speed pommel. So a mastercraftsman could really invest in having shipments from across Vera of limited resources to really make some max/min item engaging the caravan system, stimulating distant local economies and injecting the market with high quality, highly desired items.
If it amounts to just the high end players doing it to get BiS gear than I'm cool with it, but if I will get kicked from groups because my robe is made with cotton from area x instead of area y I'll be on to my next MMORPG pretty quick.
On the other hand if the folks that are full time Crafters and gatherers do all the hassle of getting the best stuff to my local marketplace than I'm ok with doing it the more complicated way and paying a pinch extra. Actually thinking of it from that point of view I'm almost in favor of the rng materials.
Most of the time gatherers decide between gathering a certain type of resource or try to gather to highest available stat one regardless of type. The spawning of exceptionally high stat resources will lead to a "gold rush" with a high influx of gatherers. Such gatherers will then want to ship out their goods to meet global demand, recruit mercenary protection for such caravans, pay for quality caravan gear etc which will boost the local economy of nearby nodes. This dynamic RNG movement of "gold rush" economic boon will also accompany hot spots of open world PvP.
Ultimately, local occurrences of high stat resources will boost local economies while simultaneously increasing crafting depth all over Vera.
Now I still want to know if specific resource spawns will be limited to different regions/biomes of the world or different seasons.
Now we are told that killing a world boss may require master gatherers to harvest some parts (e.g. a master skinner to extract dragon hide or something) in which case I think it's totally cool because you need player cooperation between combat and artisan masters to achieve this goal (unlike regular old mobs where a pure combat player can gather resources if they just dropped them as loot).
I still don't know how they would implement different "quality spawns" for skinning though... maybe that will be purely a % proc by skilled gatherers?
Interesting idea, but that to me reads more like recipe differences. I do know that there will be recipes but not sure how specific they will be. Like if they'll say "some hide" or specify "dragon hide".
I am told SWG had some crafting system that had vague recipes allowing for such things as substituting various resources for a particular recipe requirement leading to different item outcomes (in terms of its stats or something). Disclaimer: never played SWG, just going off of hearsay.